Bug fix: GLX backend incompatibility with VirtualBox & others

- GLX backend: Fix a bug that window content does not get updated on
  VirtualBox, by rebinding texture when window content changes. This may
  have a negative effect on performance.

- GLX backend: Add --glx-no-stencil to restore the old clipping method,
  just in case.

- GLX backend: Apply stricter checks on texture-pixmap binding.

- GLX backend: Fix a bug that glx_set_clip() behaves incorrectly when
  None is passed in.

- GLX backend: Use glEnable()/glDisable() to toggle stencil tests, in
  hope to increase performance.

- Move window pixmap/picture fetching to win_paint_win(), in hope to
  increase performance.

- Intersect shadow painting region with its bounding rectangle, in hope
  to increase performance.
This commit is contained in:
Richard Grenville 2013-03-17 12:14:00 +08:00
parent 66be1f2fe1
commit b6a99334ce
4 changed files with 89 additions and 46 deletions

View File

@ -339,6 +339,8 @@ typedef struct {
char *display;
/// The backend in use.
enum backend backend;
/// Whether to avoid using stencil buffer under GLX backend. Might be unsafe.
bool glx_no_stencil;
/// Whether to try to detect WM windows and mark them as focused.
bool mark_wmwin_focused;
/// Whether to mark override-redirect windows as focused.
@ -724,6 +726,8 @@ typedef struct _win {
winmode_t mode;
/// Whether the window has been damaged at least once.
bool damaged;
/// Whether the window was damaged after last paint.
bool pixmap_damaged;
/// Damage of the window.
Damage damage;
/// Paint info of the window.
@ -1574,9 +1578,13 @@ glx_bind_pixmap(session_t *ps, glx_texture_t **pptex, Pixmap pixmap,
void
glx_release_pixmap(session_t *ps, glx_texture_t *ptex);
/**
* Check if a texture is binded, or is binded to the given pixmap.
*/
static inline bool
glx_tex_binded(const glx_texture_t *ptex) {
return ptex && ptex->glpixmap && ptex->texture;
glx_tex_binded(const glx_texture_t *ptex, Pixmap pixmap) {
return ptex && ptex->glpixmap && ptex->texture
&& (!pixmap || pixmap == ptex->pixmap);
}
void

View File

@ -474,7 +474,7 @@ win_build_shadow(session_t *ps, win *w, double opacity) {
w->shadow_paint.pixmap = shadow_pixmap_argb;
w->shadow_paint.pict = shadow_picture_argb;
bool success = paint_bind_tex(ps, &w->shadow_paint, shadow_image->width, shadow_image->height, 32);
bool success = paint_bind_tex(ps, &w->shadow_paint, shadow_image->width, shadow_image->height, 32, true);
XFreeGC(ps->dpy, gc);
XDestroyImage(shadow_image);
@ -1281,36 +1281,6 @@ paint_preprocess(session_t *ps, win *list) {
redir_start(ps);
}
// Fetch pictures only if windows are redirected
if (ps->redirected) {
for (w = t; w; w = w->prev_trans) {
// Fetch Pixmap
if (!w->paint.pixmap && ps->has_name_pixmap) {
set_ignore_next(ps);
w->paint.pixmap = XCompositeNameWindowPixmap(ps->dpy, w->id);
}
// XRender: Build picture
if (BKEND_XRENDER == ps->o.backend && !w->paint.pict) {
Drawable draw = w->paint.pixmap;
if (!draw)
draw = w->id;
{
XRenderPictureAttributes pa = {
.subwindow_mode = IncludeInferiors,
};
w->paint.pict = XRenderCreatePicture(ps->dpy, draw, w->pictfmt,
CPSubwindowMode, &pa);
}
}
// OpenGL: Build texture
if (!paint_bind_tex(ps, &w->paint, w->widthb, w->heightb,
w->pictfmt->depth)) {
printf_errf("(%#010lx): Failed to bind texture. Expect troubles.", w->id);
}
}
}
return t;
}
@ -1447,6 +1417,32 @@ render(session_t *ps, int x, int y, int dx, int dy, int wid, int hei,
*/
static inline void
win_paint_win(session_t *ps, win *w, XserverRegion reg_paint) {
// Fetch Pixmap
if (!w->paint.pixmap && ps->has_name_pixmap) {
set_ignore_next(ps);
w->paint.pixmap = XCompositeNameWindowPixmap(ps->dpy, w->id);
}
// XRender: Build picture
if (BKEND_XRENDER == ps->o.backend && !w->paint.pict) {
Drawable draw = w->paint.pixmap;
if (!draw)
draw = w->id;
{
XRenderPictureAttributes pa = {
.subwindow_mode = IncludeInferiors,
};
w->paint.pict = XRenderCreatePicture(ps->dpy, draw, w->pictfmt,
CPSubwindowMode, &pa);
}
}
// GLX: Build texture
if (!paint_bind_tex(ps, &w->paint, w->widthb, w->heightb,
w->pictfmt->depth, w->pixmap_damaged)) {
printf_errf("(%#010lx): Failed to bind texture. Expect troubles.", w->id);
}
w->pixmap_damaged = false;
if (!paint_isvalid(ps, &w->paint)) {
printf_errf("(%#010lx): Missing painting data. This is a bad sign.", w->id);
return;
@ -1664,6 +1660,21 @@ paint_all(session_t *ps, XserverRegion region, win *t) {
reg_paint = reg_tmp;
XFixesIntersectRegion(ps->dpy, reg_paint, region, w->extents);
}
// Might be worthwhile to crop the region to shadow border
{
XRectangle rec_shadow_border = {
.x = w->a.x + w->shadow_dx,
.y = w->a.y + w->shadow_dy,
.width = w->shadow_width,
.height = w->shadow_height
};
XserverRegion reg_shadow = XFixesCreateRegion(ps->dpy,
&rec_shadow_border, 1);
XFixesIntersectRegion(ps->dpy, reg_paint, reg_paint, reg_shadow);
free_region(ps, &reg_shadow);
}
// Clear the shadow here instead of in make_shadow() for saving GPU
// power and handling shaped windows
if (ps->o.clear_shadow && w->border_size)
@ -1837,6 +1848,7 @@ repair_win(session_t *ps, win *w) {
add_damage(ps, parts);
w->damaged = true;
w->pixmap_damaged = true;
}
static wintype_t
@ -2469,6 +2481,7 @@ add_win(session_t *ps, Window id, Window prev) {
.mode = WMODE_TRANS,
.damaged = false,
.damage = None,
.pixmap_damaged = false,
.paint = PAINT_INIT,
.border_size = None,
.extents = None,
@ -4104,6 +4117,10 @@ usage(void) {
" inverted color. Resource-hogging, and is not well tested.\n"
"--backend backend\n"
" Choose backend. Possible choices are xrender and glx" WARNING ".\n"
"--glx-no-stencil\n"
" Avoid using stencil buffer under GLX backend. Might cause issues\n"
" when rendering transparent content, may have a positive or\n"
" negative effect on performance.\n"
#undef WARNING
#ifndef CONFIG_DBUS
#define WARNING WARNING_DISABLED
@ -4560,6 +4577,7 @@ get_cfg(session_t *ps, int argc, char *const *argv, bool first_pass) {
{ "invert-color-include", required_argument, NULL, 288 },
{ "opengl", no_argument, NULL, 289 },
{ "backend", required_argument, NULL, 290 },
{ "glx-no-stencil", no_argument, NULL, 291 },
// Must terminate with a NULL entry
{ NULL, 0, NULL, 0 },
};
@ -4822,6 +4840,10 @@ get_cfg(session_t *ps, int argc, char *const *argv, bool first_pass) {
if (!parse_backend(ps, optarg))
exit(1);
break;
case 291:
// --glx-no-stencil
ps->o.glx_no_stencil = true;
break;
default:
usage();
break;
@ -5619,6 +5641,7 @@ session_init(session_t *ps_old, int argc, char **argv) {
.config_file = NULL,
.display = NULL,
.backend = BKEND_XRENDER,
.glx_no_stencil = false,
.mark_wmwin_focused = false,
.mark_ovredir_focused = false,
.fork_after_register = false,

View File

@ -169,7 +169,7 @@ paint_isvalid(session_t *ps, const paint_t *ppaint) {
return false;
#ifdef CONFIG_VSYNC_OPENGL
if (BKEND_GLX == ps->o.backend && !glx_tex_binded(ppaint->ptex))
if (BKEND_GLX == ps->o.backend && !glx_tex_binded(ppaint->ptex, None))
return false;
#endif
@ -179,10 +179,12 @@ paint_isvalid(session_t *ps, const paint_t *ppaint) {
* Bind texture in paint_t if we are using GLX backend.
*/
static inline bool
paint_bind_tex(session_t *ps, paint_t *ppaint, int wid, int hei, int depth) {
paint_bind_tex(session_t *ps, paint_t *ppaint, int wid, int hei, int depth,
bool force) {
#ifdef CONFIG_VSYNC_OPENGL
// TODO: Make sure we have the same Pixmap binded?
if (BKEND_GLX == ps->o.backend && !glx_tex_binded(ppaint->ptex)) {
if (BKEND_GLX == ps->o.backend
&& (force || !glx_tex_binded(ppaint->ptex, ppaint->pixmap))) {
return glx_bind_pixmap(ps, &ppaint->ptex, ppaint->pixmap, wid, hei, depth);
}
#endif

View File

@ -71,7 +71,7 @@ glx_init(session_t *ps, bool need_render) {
// Ensure we have a stencil buffer. X Fixes does not guarantee rectangles
// in regions don't overlap, so we must use stencil buffer to make sure
// we don't paint a region for more than one time, I think?
if (need_render) {
if (need_render && !ps->o.glx_no_stencil) {
GLint val = 0;
glGetIntegerv(GL_STENCIL_BITS, &val);
if (!val) {
@ -110,11 +110,13 @@ glx_init(session_t *ps, bool need_render) {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_BLEND);
// Initialize stencil buffer
glClear(GL_STENCIL_BUFFER_BIT);
glEnable(GL_STENCIL_TEST);
glStencilMask(0x1);
glStencilFunc(GL_EQUAL, 0x1, 0x1);
if (!ps->o.glx_no_stencil) {
// Initialize stencil buffer
glClear(GL_STENCIL_BUFFER_BIT);
glDisable(GL_STENCIL_TEST);
glStencilMask(0x1);
glStencilFunc(GL_EQUAL, 0x1, 0x1);
}
// Clear screen
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
@ -466,9 +468,14 @@ glx_release_pixmap(session_t *ps, glx_texture_t *ptex) {
*/
void
glx_set_clip(session_t *ps, XserverRegion reg) {
glClear(GL_STENCIL_BUFFER_BIT);
// Quit if we aren't using stencils
if (ps->o.glx_no_stencil)
return;
if (reg) {
glEnable(GL_STENCIL_TEST);
glClear(GL_STENCIL_BUFFER_BIT);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glDepthMask(GL_FALSE);
glStencilOp(GL_REPLACE, GL_KEEP, GL_KEEP);
@ -504,6 +511,9 @@ glx_set_clip(session_t *ps, XserverRegion reg) {
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthMask(GL_TRUE);
}
else {
glDisable(GL_STENCIL_TEST);
}
}
/**
@ -560,15 +570,15 @@ glx_render(session_t *ps, const glx_texture_t *ptex,
printf_dbgf("(): Draw: %d, %d, %d, %d -> %d, %d (%d, %d) z %d\n", x, y, width, height, dx, dy, ptex->width, ptex->height, z);
#endif
/*
if (reg_tgt) {
// On no-stencil mode, calculate painting region here instead of relying
// on stencil buffer
if (ps->o.glx_no_stencil && reg_tgt) {
reg_new = XFixesCreateRegion(ps->dpy, &rec_all, 1);
XFixesIntersectRegion(ps->dpy, reg_new, reg_new, reg_tgt);
nrects = 0;
rects = XFixesFetchRegion(ps->dpy, reg_new, &nrects);
}
*/
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, ptex->texture);